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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- // Upgrade NOTE: replaced 'PositionFog()' with multiply of UNITY_MATRIX_MVP by position
- // Upgrade NOTE: replaced 'V2F_POS_FOG' with 'float4 pos : SV_POSITION'
- Shader "Mobhero/RimLight" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _Color ("Main Color", Color) = (1,1,1,1)
- _RimColor ("Rim Color", Color) = (1, 1, 1, 1)
- _RimWidth ("Rim Width", Float) = 0.7
- }
- SubShader {
- Pass {
- Lighting Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- fixed3 color : COLOR;
- };
- uniform float4 _MainTex_ST;
- uniform fixed4 _RimColor;
- float _RimWidth;
- v2f vert (appdata_base v) {
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
- float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
- float dotProduct = 1 - dot(v.normal, viewDir);
-
- o.color = smoothstep(1 - _RimWidth, 1.0, dotProduct);
- o.color *= _RimColor;
- // o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.uv = v.texcoord.xy;
- return o;
- }
- uniform sampler2D _MainTex;
- uniform fixed4 _Color;
- fixed4 frag(v2f i) : COLOR {
- fixed4 texcol = tex2D(_MainTex, i.uv);
- texcol *= _Color;
- texcol.rgb += i.color;
- return texcol;
- }
- ENDCG
- }
- }
- }
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